So I'm making plans for that massive cyberpunk detective-noir RPG I've been planning for years (which I'll hopefully actually start making one day - currently I'm thinking about waiting for the 2.3 stable release) and I've started thinking about stress mechanics... what they'd add, or rather if they add anything to the game. The idea is that you get stressed out working, so you need to do fun stuff (visit hot springs, watch movies with friends in the cinema, etc) regularly to unwind or you'll start taking a toll to your mental health. The ways that would affect the character is hitherto undecided, and I'm not sure the effects of prolonged stress is the main focus of the game. At the same time, since the game will be about eldritch horror, I feel like it's pretty natural to work in a bunch of stress and mental health mechanics in some way, because everyone does that with the H.P. Lovecraft source material. I'm mostly wondering, what could those mechanics contribute, other than an annoyance the player has to deal with? Darkest Dungeon (which is what gave me the idea in the first place) has a pretty major side-effect of the stress mechanics being that you can't use the same characters all the time, forcing you to improvise with whoever's available that week and trying out all classes. However, it stops being an issue late-game when you can have close to three dozen party members. My main two design ideas for the project is to simulate an entire city (using a bunch of procedural design to help lift the load, and there's going to be a lot of strings attached behind the scenes) and make every character feel alive and personal, and having non-work activities like watching movies and just hanging out helps add to both of those ideas (like having places you'd expect to see in a city actually function, and being able to do stuff with characters to learn more about them)... I have this vague feeling that having a gameplay reason to do these off-time activities instead of just chewing through missions sequentially (which probably is what the player is there for) would promote them actually seeing all the cutscenes I made for them, but does it add anything? If you have any ideas for how to make a fun (as in, adds to the gameplay depth) simulation of stress and slowly going mad, that's appreciated as well! I liked many parts of Darkest Dungeon, but I always felt that stress mostly equaling "random bad RNG will happen more often" was a bit lame, especially when there were chain-reactions where your entire party died of heart attacks. I kinda like the idea of having stress allow you to perform past your limits, but relying too much on that boost will lead to disastrous effects eventually (that's how I react to stress myself so I've got plenty of experience with it, including a year-long depression caused by working myself to the bone in 2016).